shithub: zelda3

ref: fd83a854d915cfc42b857a544fa4c0440f2ddacb
dir: /snes/apu.h/

View raw version

#ifndef APU_H
#define APU_H

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <stdbool.h>

typedef struct Apu Apu;

#include "spc.h"
#include "dsp.h"

typedef struct Timer {
  uint8_t cycles;
  uint8_t divider;
  uint8_t target;
  uint8_t counter;
  bool enabled;
} Timer;


struct Apu {
  Spc* spc;
  Dsp* dsp;
  uint8_t ram[0x10000];
  bool romReadable;
  uint8_t dspAdr;
  uint32_t cycles;
  uint8_t inPorts[6]; // includes 2 bytes of ram
  uint8_t outPorts[4];
  Timer timer[3];
  uint8_t cpuCyclesLeft;
  union {
    DspRegWriteHistory hist;
    void *padpad;
  };
};

typedef struct Apu2 {
  // Snes* snes;
  Spc* spc;
  Dsp* dsp;
  uint8_t ram[0x10000];
  bool romReadable;
  uint8_t dspAdr;
  uint32_t cycles;
  uint8_t inPorts[6]; // includes 2 bytes of ram
  uint8_t outPorts[4];
  Timer timer[3];
  uint8_t cpuCyclesLeft;
} Apu2;

Apu* apu_init();
void apu_free(Apu* apu);
void apu_reset(Apu* apu);
void apu_cycle(Apu* apu);
uint8_t apu_cpuRead(Apu* apu, uint16_t adr);
void apu_cpuWrite(Apu* apu, uint16_t adr, uint8_t val);
void apu_saveload(Apu *apu, SaveLoadFunc *func, void *ctx);

#endif